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Tamer Ibrahim
UE PROJECTS
These are PROJECTS THAT I have worked on in Unreal Engine & C++
Current
BAMBOOZLED

​Bamboozled is a side-scrolling puzzle platformer set in ancient ruins. Players can use a variety of weapons, perform combo moves, and solve puzzles while battling hostile tribal characters on their quest to rescue a panda held captive deep within the ruins.
WEAPONS
Bow - Projectile
Ammo
​Players can switch between different projectile types, and the system automatically switches when one runs out. An explosive arrow is planned for a future update.
Streak
The streak system rewards consecutive headshots with a short timing window that begins once the player stops aiming. After reaching a desirable amount, a streak indicator appears and remains visible until the timer expires.
Bamboo - Melee
A bamboo combat system with randomised attack patterns that trigger a cinematic finishing move when weapon damage exceeds enemy health. This clip is from an earlier build, as the feature has since been removed.
AI
Projectile Shooters
The game currently features Bow & Arrow enemies capable of shooting while moving, alternating between movement and attacks, or attacking from an idle stance. Future enemies will expand combat variety by throwing projectiles, firing bamboo rings, and more.
Shooting enemies alternate turns when firing, can attack at close range, and continuously track the player. Harder enemies shoot faster and aim from closer distances.
MELEE
Future enemies will feature rhythm based attacks alongside a wider range of enemy types.
Enemies feature varied combat logic and unique attack timings, with melee enemies capable of dodging player attacks. While one enemy engages in combat, others taunt and hype up the arena. Music and time trials will be added soon.
DODGE
Projectile Block
The projectile block system gives the player a timed reaction window to dodge. If timed correctly, the projectile won’t damage the player and can still hit enemies positioned behind them.
Combat Block
The combat block system lets melee weapons perform a straightforward blocking animation, giving the player defensive options during close-range encounters.
OBSTACLES
​The game features varied obstacles including rolling logs, boulders, and falling bamboo trees with bouncing and breakable Chaos physics. Collapsing bridges, platforms, and additional hazards are planned for the future.
DATA


Both projectile and combat systems use multiple data assets for versatility. When switching weapons, the system checks and applies the correct data, allowing full creativity in designing attacks and effects.

Each projectile has its own data defining how and where it is stored (backpack, side pouch, virtual slots, etc.). Items can be assigned to multiple storage locations, with each location supporting multiple items.

Blocking is handled through a data asset, giving full customisation for both players and enemies. This system defines projectile and melee block behaviours, determines which attacks can be blocked, and specifies how the block should be performed.
Locomotion / Ability's
DOUBLEJUMP
Implemented a double jump system with regeneration and the ability to inflict damage on enemies.
safety distance
A safety distance system ensures certain weapons maintain proper spacing, preventing overlap issues, stopping bugs, and supporting balanced combat behaviour.
2019
Combat System
Superpower (wind)
This was made by instantiating a giant sphere collider in the forward direction of the player.
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